RimWorld

RimWorld

5,405 ratings
A RimWorld of Magic
3
2
204
148
63
55
46
38
32
22
21
18
12
10
10
9
8
6
6
5
5
4
3
2
728
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
116.337 MB
Nov 14, 2017 @ 4:11pm
Dec 28, 2025 @ 10:27am
364 Change Notes ( view )

Subscribe to download
A RimWorld of Magic

In 1 collection by Torann
A RimWorld of Magic - Minimal Collection
7 items
Description
Supports RimWorld versions 1.0 - 1.6

This mod adds classes with unique abilities.
RimWorld of Magic adds over 35 unique classes with even more available in class add-on packs. Each class has a set of unique abilities and fills specific roles (healer, offensive caster, utility, etc) and each class has a unique development tree to improve their abilities as they level up their class.

Check out the wiki for tons of additional info and details about the mod:
https://rwom.fandom.com/wiki/RimWorld_of_Magic_Wiki

Additional features include unique apparel/equipment options, gem crafting and enchantments, magical buildings such as portals, arcane forges and more. Challenge your newfound power against new, deadly events. Unique research tree that opens up a diverse set of improvements for the colony, including learning how to animate Golems. A to top it off, a new "magic" faction that is known to deal in many powerful artifacts.

To add to the challenge, AI classes are able to use abilities.

Mod options are also included that allow you to tailor many mod related features such AI difficulty, how common mages/fighters are, and how fast mages develop.

The mod can be added to an existing save, but works and plays best when starting with a new game.

Self installed .zip file or older versions can be found here: http://www.moddb.com/mods/tmagic
Suggestions, recommendations, and comments are welcome
More details can be found here: https://ludeon.com/forums/index.php?topic=37161.0
Mod Discord channel: https://discord.gg/gFYfA6r

This mod has been updated for 1.0, for those that wish to continue a game on an older version, you can find archived version releases here https://www.moddb.com/mods/tmagic/downloads/
Download and extract the mod into your rimworld mods directory
GitHub link: https://github.com/TorannD

All mod versions can be found on moddb.

**You must have Hugslib and Jecstools loaded before this mod for it to work!**

Contributors:
(中文翻译) Available in Chinese courtesy of KuanKuan
(Español) Available in Spanish courtesy of Caferino

Felinoel - Wiki
DrMrEd - Elemental Art
SihvMan - writable scrolls and books
Draegon - Wand Art
Diannetea - Poppi Art
Angry Wizard - UI Icons
Trisscar - Gemcutting workbench, Succubus wings
Crustypeanut - raw magicyte, class icons, and world icon art
Rebelrot(AvP) - Staff of the Defender, Staff of Blazing Power, and magic wands Art https://www.patreon.com/Rebelrot
ZE - Testing
Bendigeidfran - Various sound effects
Kasmex Forever - Royal Armor Art, World icons, books and scrolls, Thrumbo weapons, various spell effects
Control Assuming Director - Minion Art
Kolton - Optimization

Like the mod? Consider showing your appreciation by buying me a coffee! https://ko-fi.com/torann
Popular Discussions View All (418)
2,246
May 10 @ 10:28pm
Bug Reports
Rex
902
2
Jul 23, 2025 @ 11:40am
PINNED: What Class Next!? Cast your vote!
Torann
127
Mar 21 @ 7:37pm
PINNED: Ideology
Torann
7,384 Comments
18 hours ago 
@kinngrimm In general, no. There are a few classes that have both physical and mana abilities, but the UI will break if you try and put two magic classes, or two physical classes, on the same colonist.
19 hours ago 
Is multiclassing a thing?
May 9 @ 3:17pm 
Oh, nvm
May 9 @ 3:06pm 
Can this be added mid save?
May 5 @ 2:36am 
I've been using this mod for a while, and i love it. I think some more support role type magic would be really fun. Maybe like a necromech or a magic type that grows extra limbs to be harvested, but they not useful till they're attached to a severed limb. Necromech would be able to touch a dead mech and let it be under their control, but upon next death, they would be unusable. Their level of control would have to be upgraded through leveling though, idk maybe they max at like 50% of what the normal mech would be. Thank you for what you've done already
Apr 30 @ 7:01am 
If i use this with "one with death", does the undead from that mod count as undead?
If not, would it be possible to make a trait or something to have them count as magical undead without the penalties going too high.
Apr 26 @ 9:52pm 
So priests are unable to do violence... K... what staff/wand can they even use cause you'd think Staff of the Defender for the def buffs... but nope! Anyone found a good mana max and regen setup?
Apr 25 @ 2:56am 
this mod in combination with isekai mod go together now!!
Apr 22 @ 12:35am 
So there is a problem with golems connected to gravship.
golems dormant position is saved as coordinates on map, normally its not a problem but when you have golem on gravship thier dormant position will not change when you fly somewhere else, the position is set outside your ship.

First thing to came to my mind to repair it (its not perfect but it would work) make dormant positon be saved as structure, it would propably cause inability to build over this place but its first thing that came to my mind
Apr 20 @ 2:51am 
Rimworld of Magic - VFE Tribal Compatibility Fix
https://steamcommunity.com/sharedfiles/filedetails/?id=3710659418